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We're running an instance of the Accelerator, currently set up to not use any certificates or authentication. I'd like to update this to use the...
Did you ever track down the source of those files? I've got the same issue. Not a huge deal - just causes a warning from the Oculus upload tools,...
It was a bit odd - the warnings didn't show up for me locally, but they blew up on our CI tests. (I had to pull the package into the project...
It was actually down to a load of obsolete api warnings that were being treated as errors. I introduced a csc.rsp file next to the HE asmdef and...
Err, me being an idiot by the looks of it! When we upgraded to 2022 a ton of stuff didn't compile, and Heap Explorer seemed to be one of them. I...
Hi Martin, Thanks for the detailed response! I can totally understand it's a really tough one to solve, and I appreciate the information. It...
Did the path to root feature ever get added? (Martin above says that it'd be needed before the memory profiler moved out of preview, but I'm on...
You're welcome! Getting close to a year since I reported this, and the fix still isn't released. I'm starting to worry that Visual Scripting has...
Hi Jack! Did you ever solve this? We've just upgraded from 2021 to 2022 and this problem has started happening for us. Thanks, Rob.
OK, I think it's down to the elements being sorted in the deserialization code by dependencyOrder, which is generally a low number shared by a lot...
Hi there, Has anyone else had issues with the json data for the elements of an embedded graph in the Unity scene file being in a different order...
Yep. https://issuetracker.unity3d.com/issues/large-amount-of-memory-used-in-aot-prebuild (Looks like it's going to be in 1.81, whenever that's due)
I also think that a dedicated build pipeline forum would be a good idea.
Does anyone know if anything ever happened to allow custom culling? It would still be incredibly useful!
This seems to be broken specifically on Quest Pro with all of the latest packages: Unity 2021.3.6f1 OpenXR Plugin 1.5.3 Oculus package 46 Input...
If you're still having this problem, I posted a potential fix https://forum.unity.com/threads/fix-for-aot-prebuilds-insane-memory-usage.1329639/...
I've been looking into why the AOT Prebuild for visual scripting takes an insane amount of memory (up to 30GB for our project), and it turns out...
The last I heard is that this is a massive change under the hood, and will be broken down and tackled in a few stages so it might take a while....
Yeah, that might work, although it depends what that uses behind the scenes. If it's the old bundle building process making a scenes bundle then...
Thanks for the response! Doesn't StreamingAssets contribute to the size of the apk though? If so, that'd still leave me over the 2GB limit and...